#ifndef MAGIC_INTERPRETER_HPP
#define MAGIC_INTERPRETER_HPP
#include "magic-interpreter.t.hpp"
#include "magic.hpp"
#include "map.hpp"
#include "script.hpp"
#include "skill.t.hpp"
struct expr;
struct val;
struct location;
struct area;
struct spell;
struct invocation;
typedef struct location
{
int m;
int x, y;
} location_t;
typedef struct area
{
union a
{
location_t a_loc;
struct
{
location_t loc;
int width, depth;
DIR dir;
} a_bar;
struct
{
location_t loc;
int width, height;
} a_rect;
struct area *a_union[2];
} a;
int size;
AREA ty;
} area_t;
typedef struct val
{
union v
{
int v_int;
DIR v_dir;
char *v_string;
entity_t *v_entity; /* Used ONLY during operation/function invocation; otherwise we use v_int */
area_t *v_area;
location_t v_location;
struct invocation *v_invocation; /* Used ONLY during operation/function invocation; otherwise we use v_int */
struct spell *v_spell;
} v;
TYPE ty;
} val_t;
/* ----------- */
/* Expressions */
/* ----------- */
#define MAX_ARGS 7 /* Max. # of args used in builtin primitive functions */
typedef struct e_location
{
struct expr *m, *x, *y;
} e_location_t;
typedef struct e_area
{
union a0
{
e_location_t a_loc;
struct
{
e_location_t loc;
struct expr *width, *depth, *dir;
} a_bar;
struct
{
e_location_t loc;
struct expr *width, *height;
} a_rect;
struct e_area *a_union[2];
} a;
AREA ty;
} e_area_t;
typedef struct expr
{
union e
{
val_t e_val;
e_location_t e_location;
e_area_t e_area;
struct
{
int id, line_nr, column;
int args_nr;
struct expr *args[MAX_ARGS];
} e_funapp;
int e_id;
struct
{
struct expr *expr;
int id;
} e_field;
} e;
EXPR ty;
} expr_t;
typedef struct effect
{
struct effect *next;
union e0
{
struct
{
int id;
expr_t *expr;
} e_assign;
struct
{
int id;
expr_t *area;
struct effect *body;
FOREACH_FILTER filter;
} e_foreach;
struct
{
int id;
expr_t *start, *stop;
struct effect *body;
} e_for;
struct
{
expr_t *cond;
struct effect *true_branch, *false_branch;
} e_if;
expr_t *e_sleep; /* sleep time */
const ScriptCode *e_script;
struct
{
int id;
int args_nr;
int line_nr, column;
expr_t *args[MAX_ARGS];
} e_op;
struct
{
int args_nr, *formals;
expr_t **actuals;
struct effect *body;
} e_call;
} e;
EFFECT ty;
} effect_t;
/* ---------- */
/* Components */
/* ---------- */
typedef struct component
{
struct component *next;
int item_id;
int count;
} component_t;
typedef struct effect_set
{
effect_t *effect, *at_trigger, *at_end;
} effect_set_t;
typedef struct spellguard
{
struct spellguard *next;
union s
{
expr_t *s_condition;
expr_t *s_mana;
expr_t *s_casttime;
component_t *s_components;
component_t *s_catalysts;
struct spellguard *s_alt; /* either `next' or `s.s_alt' */
effect_set_t s_effect;
} s;
SPELLGUARD ty;
} spellguard_t;
/* ------ */
/* Spells */
/* ------ */
typedef struct letdef
{
int id;
expr_t *expr;
} letdef_t;
typedef struct spell
{
char *name;
char *invocation;
int index; // Relative location in the definitions file
SPELL_FLAG flags;
int arg;
SPELLARG spellarg_ty;
int letdefs_nr;
letdef_t *letdefs;
spellguard_t *spellguard;
} spell_t;
/* ------- */
/* Anchors */
/* ------- */
typedef struct teleport_anchor
{
char *name;
char *invocation;
expr_t *location;
} teleport_anchor_t;
/* ------------------- */
/* The big config blob */
/* ------------------- */
typedef struct
{
int vars_nr;
const char **var_name;
val_t *vars; /* Initial assignments, if any, or NULL */
int obscure_chance;
int min_casttime;
int spells_nr;
spell_t **spells;
int anchors_nr; /* NEGATIVE iff we have sorted the anchors */
teleport_anchor_t **anchors;
} magic_conf_t;
/* Execution environment */
// these are not an enum they're a nasty intern hack
#define VAR_MIN_CASTTIME 0
#define VAR_OBSCURE_CHANCE 1
#define VAR_CASTER 2
#define VAR_SPELLPOWER 3
#define VAR_SPELL 4
#define VAR_INVOCATION 5
#define VAR_TARGET 6
#define VAR_SCRIPTTARGET 7
#define VAR_LOCATION 8
struct magic_config;
typedef struct env
{
magic_conf_t *base_env;
val_t *vars;
} env_t;
#define MAX_STACK_SIZE 32
typedef struct cont_activation_record
{
effect_t *return_location;
union c
{
struct
{
int id;
TYPE ty;
effect_t *body;
int entities_nr;
int *entities;
int index;
} c_foreach;
struct
{
int id;
effect_t *body;
int current;
int stop;
} c_for;
struct
{
int args_nr, *formals;
val_t *old_actuals;
} c_proc;
} c;
CONT_STACK ty;
} cont_activation_record_t;
typedef struct status_change_ref
{
StatusChange sc_type;
int bl_id;
} status_change_ref_t;
typedef struct invocation
{
struct block_list bl;
struct invocation *next_invocation; /* used for spells directly associated with a caster: they form a singly-linked list */
INVOCATION_FLAG flags;
env_t *env;
spell_t *spell;
int caster; /* this is the person who originally invoked the spell */
int subject; /* when this person dies, the spell dies with it */
Timer timer; /* spell timer, if any */
int stack_size;
cont_activation_record_t stack[MAX_STACK_SIZE];
int script_pos; /* Script position; if nonzero, resume the script we were running. */
effect_t *current_effect;
effect_t *trigger_effect; /* If non-NULL, this is used to spawn a cloned effect based on the same environment */
effect_t *end_effect; /* If non-NULL, this is executed when the spell terminates naturally, e.g. when all status changes have run out or all delays are over. */
/* Status change references: for status change updates, keep track of whom we updated where */
int status_change_refs_nr;
status_change_ref_t *status_change_refs;
} invocation_t;
extern magic_conf_t magic_conf; /* Global magic conf */
extern env_t magic_default_env; /* Fake default environment */
/**
* Adds a component selection to a component holder (which may initially be NULL)
*/
void magic_add_component(component_t ** component_holder, int id, int count);
teleport_anchor_t *magic_find_anchor(char *name);
/**
* The parameter `param' must have been dynamically allocated; ownership is transferred to the resultant env_t.
*/
env_t *spell_create_env(magic_conf_t *conf, spell_t *spell,
character_t *caster, int spellpower, char *param);
void magic_free_env(env_t *env);
/**
* near_miss is set to nonzero iff the spell only failed due to ephemereal issues (spell delay in effect, out of mana, out of components)
*/
effect_set_t *spell_trigger(spell_t *spell, character_t *caster,
env_t *env, int *near_miss);
invocation_t *spell_instantiate(effect_set_t *effect, env_t *env);
/**
* Bind a spell to a subject (this is a no-op for `local' spells).
*/
void spell_bind(character_t *subject, invocation_t *invocation);
// 1 on failure
int spell_unbind(character_t *subject, invocation_t *invocation);
/**
* Clones a spell to run the at_effect field
*/
invocation_t *spell_clone_effect(invocation_t *source);
spell_t *magic_find_spell(char *invocation);
/* The following is used only by the parser: */
typedef struct args_rec
{
int args_nr;
expr_t **args;
} args_rec_t;
typedef struct
{
char *name;
int args_nr;
int *args;
effect_t *body;
} proc_t;
// must be called after itemdb initialisation
int magic_init(const char *);
void spell_update_location(invocation_t *invocation);
#endif // MAGIC_INTERPRETER_HPP